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authorKahrl <kahrl@gmx.net>2014-11-02 03:47:43 +0100
committerKahrl <kahrl@gmx.net>2014-11-08 23:11:57 +0100
commit9b551d5cbcaf71a8c39bbf7e886290649aed4799 (patch)
tree8eb68e4c9a7a006ec6c406da4760403c6748848e /src/util
parentcc8d7b86404f2830bcf09d04468e8041db276b98 (diff)
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Implement WieldMeshSceneNode which improves wield mesh rendering
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
Diffstat (limited to 'src/util')
-rw-r--r--src/util/numeric.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/util/numeric.h b/src/util/numeric.h
index ee8fea8cf..e7fdc2599 100644
--- a/src/util/numeric.h
+++ b/src/util/numeric.h
@@ -361,5 +361,10 @@ inline float cycle_shift(float value, float by = 0, float max = 1)
return value + by;
}
+inline bool is_power_of_two(u32 n)
+{
+ return n != 0 && (n & (n-1)) == 0;
+}
+
#endif